Innovation by use and boundary-object: modifications by the players of the interface of the on-mine Mountyhall game

During five years of ethnography of the browser game Mountyhall, the land of the trolls, we observed the participants try out interfaces, different from the official one. Such changes affect the most played games of game industry, online and offline, as well as non-profit games - an area rarely expl...

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Bibliographic Details
Published inRevue d'anthropologie des connaissances Vol. 4; no. 1; pp. 87 - 113
Main Author Boutet, Manuel
Format Journal Article
LanguageFrench
Published 01.01.2010
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Summary:During five years of ethnography of the browser game Mountyhall, the land of the trolls, we observed the participants try out interfaces, different from the official one. Such changes affect the most played games of game industry, online and offline, as well as non-profit games - an area rarely explored by Game Studies. We show that these user innovations dont come from the intelligence of the crowd but from the commitment of their free time by participants who are also professionals. The interface is then a boundary object that allows coordination. Unlike professional worlds studied by Star and Griesemer, the players do not know initially their respective capacities. Also, the boundary object plays the new role of a point of friction. Be interested by the object, which depends on how actors find their way, guides the first movements by which they prove their skills with each other. // ABSTRACT IN FRENCH: Au cours de cinq années dethnographie du jeu en ligne « Mountyhall, la terre des trõlls », nous avons observé ses participants expérimenter dautres interfaces que linterface officielle. De telles modifications touchent les jeux industriels les plus diffusés aujourdhui, en ligne comme hors ligne, aussi bien que les jeux gratuits et associatifs domaine rarement exploré par les Game Studies. Nous montrons que ces « innovations par lusage » relèvent moins de l« intelligence de la foule » que de lengagement sur leur temps libre de participants qui sont par ailleurs des professionnels. Linterface du jeu est alors un objet-frontière qui permet leur coordination. Contrairement aux mondes professionnels initialement bien distincts étudiés par Star et Griesemer, les « joueurs » ne connaissent pas ici leurs compétences respectives. Aussi, lobjet -frontière joue le rôle nouveau de point de frottement. Lintérêt que suscite lobjet, qui dépend de la façon de sorienter des acteurs, guide les premiers mouvements par lesquels ils se révèlent leurs compétences les uns aux autres. Reproduced by permission of Société d'anthropologie dex connaissances
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ISSN:1760-5393